Merge branch 'Graphics' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
68dfd2e324
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@ -27,8 +27,6 @@ namespace Oyster
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Oyster::Math::Float3 pos;
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Oyster::Math::Float3 pos;
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Oyster::Math::Float2 uv;
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Oyster::Math::Float2 uv;
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Oyster::Math::Float3 normal;
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Oyster::Math::Float3 normal;
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Oyster::Math::Float3 tangent;
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Oyster::Math::Float3 biTangent;
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Oyster::Math::Float4 boneIndex;
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Oyster::Math::Float4 boneIndex;
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Oyster::Math::Float4 boneWeights;
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Oyster::Math::Float4 boneWeights;
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};
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};
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@ -5,12 +5,11 @@
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#include <fstream>
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#include <fstream>
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#include <string>
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#include <string>
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#define DANFILEVERSIONMAJOR 1
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#define DANFILEVERSIONMAJOR 2
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#define DANFILEVERSIONMINOR 1
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#define DANFILEVERSIONMINOR 1
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#define FILEHEADERSIZE 8
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#define FILEHEADERSIZE 8
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#define VERTEXHEADERSIZE 4
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#define VERTEXHEADERSIZE 4
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#define VERTEXSIZE 88
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@ -220,7 +219,7 @@ void* Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[])
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delete[] buffer; // ( note: may crash here.)
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delete[] buffer; // ( note: may crash here.)
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// Fetch all vertices
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// Fetch all vertices
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unsigned int bufferSize = VERTEXSIZE * vertexHeader.numVertices;
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unsigned int bufferSize = sizeof(Vertex) * vertexHeader.numVertices;
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buffer = new char[bufferSize];
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buffer = new char[bufferSize];
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danFile.read(buffer, bufferSize);
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danFile.read(buffer, bufferSize);
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@ -91,7 +91,7 @@ namespace Oyster
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{
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{
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tmpInst.coff=(1.0f/TEXT_NR_LETTERS);
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tmpInst.coff=(1.0f/TEXT_NR_LETTERS);
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tmpInst.offset=text[i]-32;
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tmpInst.offset=text[i]-32;
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tmpInst.pos=i*(FontSize * 0.8f * TEXT_SPACING);
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tmpInst.pos=i*(FontSize * 0.7f * TEXT_SPACING);
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if(tmpInst.pos > size.x)
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if(tmpInst.pos > size.x)
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{
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{
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text = text.substr(0,i-1);
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text = text.substr(0,i-1);
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@ -340,13 +340,11 @@ namespace Oyster
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 44, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BONEINDEX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 56, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BONEINDEX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 56, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 72, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 72, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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};
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};
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Shader::CreateInputLayout(indesc,7,GetShader::Vertex(L"Gather"),Gather::Pass.IAStage.Layout);
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Shader::CreateInputLayout(indesc,5,GetShader::Vertex(L"Gather"),Gather::Pass.IAStage.Layout);
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Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData);
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Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData);
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Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData);
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Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData);
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@ -3,8 +3,6 @@ struct VertexIn
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float3 pos : POSITION;
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float3 pos : POSITION;
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float2 UV : TEXCOORD;
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float2 UV : TEXCOORD;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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float3 tangent : TANGENT;
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float3 biTangent : BITANGENT;
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float4 boneIndex : BONEINDEX;
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float4 boneIndex : BONEINDEX;
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float4 boneWeight : BONEWEIGHT;
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float4 boneWeight : BONEWEIGHT;
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};
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};
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@ -170,10 +170,10 @@ HRESULT InitDirect3D()
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return E_FAIL;
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return E_FAIL;
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}
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}
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m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan");
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m = Oyster::Graphics::API::CreateModel(L"building_corporation.dan");
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//m->WorldMatrix.m[0][0] = 50;
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m->WorldMatrix.m[0][0] = 0.0002f;
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//m->WorldMatrix.m[1][1] = 50;
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m->WorldMatrix.m[1][1] = 0.0002f;
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//m->WorldMatrix.m[2][2] = 0.00000005f;
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m->WorldMatrix.m[2][2] = 0.0002f;
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m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
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m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
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m2->Tint = Oyster::Math::Float3(0.1f,0.1f,1);
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m2->Tint = Oyster::Math::Float3(0.1f,0.1f,1);
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m3 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
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m3 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
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@ -223,7 +223,11 @@ HRESULT Update(float deltaTime)
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m->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0) * angle,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
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m->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0) * angle,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
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m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
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m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
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m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * -angle,Oyster::Math::Float3(-4,0,0),Oyster::Math::Float3::null);
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m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * -angle,Oyster::Math::Float3(-4,0,0),Oyster::Math::Float3::null);
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//Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
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Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
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ma.m[0][0] = 0.2f;
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ma.m[1][1] = 0.2f;
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ma.m[2][2] = 0.2f;
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m->WorldMatrix = m->WorldMatrix * ma;
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Oyster::Graphics::API::Update(deltaTime);
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Oyster::Graphics::API::Update(deltaTime);
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//m2->Animation.data.AnimationTime += deltaTime;// * 0.5f;
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//m2->Animation.data.AnimationTime += deltaTime;// * 0.5f;
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return S_OK;
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return S_OK;
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